Computer-readable non-transitory storage medium having game program stored therein, rhythm game processing method, rhythm game system, and rhythm game apparatus

ABSTRACT

First, an indication sign displayed on a display screen is moved so as to reach a first position at a predetermined timing. Next, when an operation input to an input section is performed at the predetermined timing, a parameter related to the indication sign is changed. Furthermore, when the parameter related to the indication sign does not satisfy a first condition after the parameter is changed, the indication sign is moved to a position different from the first position, and then is moved toward the first position again.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2018-013988, filed onJan. 30, 2018, is incorporated herein by reference.

FIELD

The exemplary embodiments relate to a process for controlling progressof a rhythm game.

BACKGROUND AND SUMMARY

Hitherto, a rhythm game has been known in which a user performspredetermined inputs in accordance with a musical piece to enjoy pseudoplaying. In such a game, indication signs (notes, a trigger, etc.) aredisplayed so as to move along a predetermined path at a predeterminedspeed, and a user performs an input operation in synchronization with atiming at which an indication sign reaches a specific position, wherebythe rhythm game proceeds.

In processing for the rhythm game, the indication signs are used onlyfor indicating a timing for the user to perform an input operation.Regarding the way in which the indication signs are used, there is roomfor improvement in entertainment characteristics of the rhythm game.

Therefore, it is an object of the exemplary embodiments to provide arhythm game having further enhanced entertainment characteristics.

In order to attain the object described above, for example, thefollowing configuration examples are exemplified.

A configuration example is directed to a computer-readablenon-transitory storage medium having stored therein a game program forcausing a computer to execute a rhythm game, the game program causingthe computer to execute: first movement of moving an indication signdisplayed on a display screen such that the indication sign reaches afirst position at a predetermined timing; parameter change of changing aparameter related to the indication sign when an operation input to aninput section is performed at the predetermined timing; and secondmovement of moving the indication sign to a position different from thefirst position when the parameter does not satisfy a predeterminedcondition after the indication sign reaches the first position.Furthermore, in the first movement, the indication sign is moved towardthe first position again after the indication sign is moved to theposition different from the first position in the second movement.

According to the above configuration example, depending on the parameterchanged in accordance with an operation input, the indication signmoving to the first position may move to a position different from thefirst position and then move to the first position again, and thusunprecedented movement of the indication sign can be achieved.Accordingly, the entertainment characteristics of the rhythm game can befurther enhanced.

In another configuration example, the game program may further cause thecomputer to execute execution control of repeatedly executing processesof the first movement, the parameter change, and the second movementuntil the parameter satisfies the predetermined condition.

According to the above configuration example, depending on the parameterchanged in accordance with an operation input, the indication signmoving to the first position may move to a position different from thefirst position and then move to the first position again, and thusunprecedented movement of the indication sign can be achieved.Accordingly, the entertainment characteristics of the rhythm game can befurther enhanced.

In another configuration example, the indication sign may be moved inaccordance with a predetermined rhythm in the first movement.

In another configuration example, when the process of the first movementis executed after the process of the second movement, the indicationsign may be moved to the position different from the first position inthe second movement until a timing of start of movement in accordancewith the predetermined rhythm in the first movement.

According to the above configuration example, for example, a deviationof a timing of movement of the indication sign which occurs when aninput timing of the user deviates from the predetermined timing can becorrected. That is, since the predetermined timing at which the usershould perform an input operation coincides with the timing at which theindication sign reaches the first position, the user can be guided suchthat the user easily synchronizes a timing of an input operation.

In another configuration example, the indication sign may be moved tothe position different from the first position in a first behavior inthe second movement when an input to the input section is performed atthe predetermined timing, and the indication sign may be moved to theposition different from the first position in a second behavior in thesecond movement when an input to the input section is not performed atthe predetermined timing. In still another configuration example, whenan input to the input section is performed at the predetermined timing,the indication sign may be moved to the position different from thefirst position in the second movement by moving the indication sign in adirection including at least a component in a direction opposite to adirection of movement to the first position in the first movement, and,when an input to the input section is not performed at the predeterminedtiming, the indication sign may be moved to the position different fromthe first position in the second movement by moving the indication signin a direction including at least a component in the same direction asthe direction of movement to the first position in the first movement.

According to the above configuration example, since behavior of theindication sign is made different between when the user performs aninput at the predetermined timing and when the user does not perform aninput at the predetermined timing, unprecedented movement of theindication sign can be achieved. Accordingly, the entertainmentcharacteristics of the rhythm game can be further enhanced. For example,it is possible to perform a process in which: when the user successfullyperforms an input at the predetermined timing, damage to the indicationsign is caused, and the indication sign is caused to knock back to thenext movement start position; and when the user fails to perform aninput at the predetermined timing, for example, the user-side charactersuffers damage, and the indication sign is caused to fade out from theleft edge of the screen once and then is caused to appear again in thescreen from the right edge of the screen and move to the next actionstart position. Accordingly, the indication sign can be regarded as anenemy character, and a feeling of presence of fighting can be provided,thereby enhancing the entertainment characteristics of the game.

In another configuration example, the indication sign may be moved inaccordance with one of a plurality of paths toward the first position inthe first movement, and, when the parameter does not satisfy thepredetermined condition, the indication sign may be moved, in the secondmovement, to a position that is located on one of the plurality of pathsand different from the first position.

According to the above configuration example, since the indication signmoves to the position which is located on one of the plurality of pathsand different from the first position, the level of difficulty in therhythm game can have a range. Accordingly, the entertainmentcharacteristics can be further enhanced.

In another configuration example, another indication sign different fromthe indication sign may be moved in the first movement such that theother indication sign reaches the first position at a timing associatedwith the other indication sign, and the game program may further causethe computer to execute indication sign deletion of deleting the otherindication sign from the display screen when an input to the inputsection is performed at the timing associated with the other indicationsign.

According to the above configuration example, depending on the parameterchanged in accordance with an operation input, the indication sign whichmoves to the first position, then moves to the position different fromthe first position, and moves to the first position again, and the otherindication sign which does not have a parameter changed in accordancewith an operation input, moves to the first position, is deleted fromthe display screen without moving to a position different from the firstposition, and is different from the above indication sign, can existtogether and be moved on the screen. Accordingly, the entertainmentcharacteristics of the rhythm game can be further enhanced.

In another configuration example, the game program may further cause thecomputer to execute: user parameter change of changing a user parameterassociated with a user when an input to the input section is notperformed at the predetermined timing; and failure processing ofdetermining that a game being played has failed, and executing a processregarding the failure of the game, when the user parameter satisfies apredetermined condition related to the user parameter.

According to the above configuration example, depending on the userparameter changed when an input operation is not performed at thepredetermined timing, the game being played may have failed. Thus, inplay of the rhythm game, a feeling of tension can be provided to theuser, so that the entertainment characteristics of the rhythm game canbe enhanced.

In another configuration example, the game program may further cause thecomputer to execute movement end of ending at least one of the processof the first movement and the process of the second movement when theparameter satisfies the predetermined condition after the parameter ischanged in the parameter change.

According to the above configuration example, depending on the parameterof the indication sign, at least one of the process of the firstmovement or the process of the second movement is ended, and thus it ispossible to use the indication sign for a purpose other than a role ofindicating an operation timing of the user. Accordingly, theentertainment characteristics of the rhythm game can be furtherenhanced.

In another configuration example, the game program may further cause thecomputer to determine that a success condition for the game using theindication sign is achieved, and execute a process regarding achievementof the success condition, when the parameter satisfies the predeterminedcondition after the parameter is changed in the parameter change.

According to the above configuration example, depending on the parameterof the indication sign, the process regarding achievement of the successcondition for the game using the indication sign is executed, and thusit is possible to use the indication sign for a purpose other than arole of indicating an operation timing of the user. Accordingly, theentertainment characteristics of the rhythm game can be furtherenhanced.

In another configuration example, the parameter may be a parameterindicating a durability value of the indication sign, and the parameterrelated to the indication sign may be decreased in the parameter changewhen an input to the input section is performed at the predeterminedtiming.

According to the above configuration example, depending on the parameterof the indication sign, the process regarding achievement of the successcondition for the game using the indication sign is executed, and thusit is possible to use the indication sign for a purpose other than arole of indicating an operation timing of the user. Accordingly, theentertainment characteristics of the rhythm game can be furtherenhanced.

In another configuration example, the game program may further cause thecomputer to execute first indication sign deletion of deleting theindication sign from the display screen when the parameter satisfies thepredetermined condition after the parameter is changed in the parameterchange.

According to the above configuration example, depending on the parameterchanged in accordance with an operation input, the indication sign maybe deleted from the display screen, and thus unprecedented use of theindication sign can be achieved. Accordingly, the entertainmentcharacteristics of the rhythm game can be further enhanced.

In another configuration example, the indication sign may be an enemycharacter, and the game program may further cause the computer toexecute: user character display of displaying the user character at thefirst position or at a position adjacent to the first position; firstmotion control of causing the user character to make a first motion whenit is determined that an input to the input section is performed; andsecond motion control of causing the enemy character to make a secondmotion when the indication sign reaches the first position.

According to the above configuration example, the indication sign can beused as the enemy character which makes the second motion, and the usercharacter which makes the first motion in accordance with an inputoperation can be displayed at the first position or at a positionadjacent to the first position. Thus, the indication sign can be used inan unprecedented manner. In addition, it is possible to use the firstposition or the position adjacent to the first position in the rhythmgame, for a purpose other than a role of indicating an operation timingof the user. Accordingly, a feeling of presence of fighting with theenemy character can be enhanced by displaying both the enemy characterand the user character such that the enemy character and the usercharacter make attack motions against each other. Thus, gameentertainment characteristics that go over the framework of a mererhythm game can be provided.

In another configuration example, a plurality of the first positions maybe provided in the display screen. The indication sign displayed on thedisplay screen may be moved in the first movement such that theindication sign reaches one of the plurality of the first positions atthe predetermined timing, and the parameter may be changed in theparameter change when an input operation associated with the firstposition which the indication sign reaches is performed at thepredetermined timing.

According to the above configuration example, the level of difficulty inthe game can have a range, so that the entertainment characteristics ofthe rhythm game can be enhanced.

In another configuration example, the game program may further cause thecomputer to execute: first rhythm game mode execution of executing afirst rhythm game mode; and second rhythm game mode execution ofexecuting a second rhythm game mode. The parameter change may becontrolled in the first rhythm game mode execution such that theparameter is changed in the parameter change when a first command inputwhich is a command input to a single area defined in advance in thedisplay screen is performed at the predetermined timing. Furthermore,the parameter change may be controlled in the second rhythm game modeexecution such that the parameter is changed in the parameter changewhen a second command input which is a command input associated with thefirst position which the indication sign reaches is performed at thepredetermined timing.

According to the above configuration example, a plurality of game modesin which the configuration and control (for example, the number oflanes, the number of indication signs which appear, etc.) regarding theindication sign in the rhythm game are unchanged and between which onlycomplexity of operations performed by the user is different, can beprovided to the user. Accordingly, the user is allowed to select a gamemode in accordance with the user's operation skill, so that a wide rangeof users are allowed to enjoy the rhythm game.

In another configuration example, the indication sign may be moved, inthe second movement, to a position which is different from the firstposition and located in a direction including at least a component in adirection opposite to a direction of movement until the indication signreaches the first position.

According to the above configuration example, since the direction ofmovement of the indication sign is made different between when the userperforms an input at the predetermined timing and when the user does notperform an input at the predetermined timing, unprecedented movement ofthe indication sign can be achieved. Accordingly, the entertainmentcharacteristics of the rhythm game can be further enhanced. For example,the indication sign in the rhythm game can be caused to make a motion inwhich the indication sign cannot be deleted from the screen by a singleoperation input, and move back once, but move forward again.Accordingly, it is possible to provide an unprecedented rhythm game inwhich a fight with a “powerful enemy” such as a boss character in anaction game is introduced, thereby incorporating an element of an actiongame (a fight with a boss character in the action game).

According to the present embodiment, the entertainment characteristicsof the rhythm game can be further enhanced.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram showing the whole image of an informationprocessing system which is a non-limiting example of an embodiment;

FIG. 2 shows a non-limiting example of a screen of a rhythm game of theembodiment;

FIG. 3 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 4 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 5 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 6 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 7 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 8 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 9 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 10 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 11 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 12 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 13 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 14 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 15 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 16 shows a non-limiting example of a screen of the rhythm game ofthe embodiment;

FIG. 17 shows a non-limiting example of a program and data stored in amemory 13;

FIG. 18 is a diagram showing a non-limiting example of the configurationof normal enemy musical score data;

FIG. 19 is a diagram showing a non-limiting example of the configurationof boss musical score data;

FIG. 20 is a diagram for explaining an action start position;

FIG. 21 is a flowchart showing the details of a boss stage process;

FIG. 22 is a flowchart showing the details of the boss stage process;

FIG. 23 is a flowchart showing the details of the boss stage process;

FIG. 24 is a flowchart showing the details of a boss reappearanceprocess; and

FIG. 25 shows a non-limiting example of a game screen in which anotheroperation method is used.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

Hereinafter, an exemplary embodiment will be described. FIG. 1 is adiagram showing the hardware configuration of an information processingapparatus 10 which executes a rhythm game process according to thepresent embodiment. Here, in the present embodiment, for example, asmart device such as a smartphone and a tablet, a game apparatus such asa stationary game apparatus and a hand-held game apparatus, a personalcomputer, or the like is assumed as the information processing apparatus10. In the description of the present embodiment, an informationprocessing apparatus (for example, a smartphone) including a displayscreen and a touch panel that are integrated with each other will bedescribed as an example. Therefore, input operations are mainly inputsto the touch panel.

In FIG. 1, the information processing apparatus 10 includes a processorsection 11, a memory 13, an operation section 15, a display section 16,and a sound output section 17. The processor section 11 executes alater-described rhythm game process or executes a system program (notshown) for controlling overall operation of the information processingapparatus 10, thereby controlling operation of the informationprocessing apparatus 10. The processor section 11 may include a singleprocessor or a plurality of processors. In the memory 13, variousprograms to be executed by the processor section 11 and various kinds ofdata to be used in the programs are stored. The memory 13 is, forexample, a flash EEPROM or a hard disk device. The operation section 15is an input device for receiving an operation from a user, and a touchpanel is mainly assumed as the operation section 15 in the presentembodiment. In another embodiment, the operation section 15 may bevarious pointing devices, various press-type buttons, an analog stick,and the like. The display section 16 is typically a liquid crystaldisplay device. The sound output section 17 is, for example, a speaker.

[Outline of Rhythm Game Process of Present Embodiment]

Next, an outline of a game process executed in the present embodimentwill be described. In the present embodiment, a rhythm game process isassumed in which musical piece data is reproduced and a player performsa predetermined operation in synchronization with a timing at which anindication sign (sometimes called “note” depending on the game) reachesa specific position, whereby the game proceeds. In addition, this rhythmgame employs a stage system. That is, one musical piece is reproduced inone stage, the stage is cleared if the reproduction is successfullyperformed to the end, and then the next stage is opened and can beplayed. In other words, this rhythm game is a game in which stages arecleared one by one, so that the game proceeds.

[Configuration of Rhythm Game Screen]

FIG. 2 shows an example of a screen by the rhythm game process accordingto the present embodiment. In FIG. 2, a field area 102 including fourlanes 101A to 101D (hereinafter, sometimes collectively referred to aslanes 101) extending horizontally when being viewed by the user, isdisplayed on the game screen. Four user characters 103A to 103D(hereinafter, sometimes collectively referred to as user characters 103)are located in the respective lanes and at the left edge of the fieldarea 102. In addition, timing presentation areas 104A to 104D(hereinafter, sometimes collectively referred to as timing presentationareas 104) are set so as to be located adjacently at the right side ofthe positions at which the respective user characters 103 are located.Moreover, a plurality of enemy characters 105 are also displayed. Eachenemy character 105 serves as the above indication sign in the rhythmgame. Furthermore, each lane 101 also serves as a movement path for theenemy character, and the enemy characters other than some enemycharacters move along the lanes 101 from right to left. In addition, theenemy characters move in accordance with a predetermined rhythm (definedby later-described musical score data).

Moreover, a user-side HP (hit point) meter 106 is displayed at an upperleft position in the field area 102. In the example of FIG. 2, eightround marks are displayed in the user-side HP meter 106 and indicatethat the maximum value of a user-side HP is 8. In addition, in theexample of FIG. 2, the four marks at the left side are in a coloredstate, and the four marks at the right side are in a white state. Thisindicates that the current HP is 4. Furthermore, in the presentembodiment, the four user characters 103 are displayed, and the HPindicated by the user-side HP meter 106 is a value shared by these fourcharacters. That is, when any one of the four user characters suffersdamage, the HP is decreased by one.

Furthermore, a boss-side HP meter 107 is displayed at an upper rightposition with respect to the user-side HP meter 106. The boss-side HPmeter 107 is shown as a bar-graph-like meter in which a bar extendshorizontally. By attacking a later-described boss character, theboss-side HP meter 107 becomes shortened stepwise.

[Operation in Rhythm Game]

In the screen configuration described above, the enemy characters 105appear as the indication signs in the rhythm game from the right side ofthe screen and move in the leftward direction in the screen. That is,the enemy characters 105 move toward the user characters 103. Byperforming a tap operation at a predetermined timing, the user canattack and eliminate an enemy character 105 to delete the enemycharacter 105 from the screen. More specifically, the user can attackthe enemy character 105 by performing a tap operation in synchronizationwith a “reference timing” (described in detail later) indicating atiming at which the user should input an attack operation. In thepresent embodiment, the reference timing is set as a timing at which thecentral point of the enemy character 105 coincides with the centralpoint of the timing presentation area 104. Furthermore, in the presentembodiment, a time width centered at the reference timing is preset, andan input made within the time width is permitted as an effective attackoperation. Thus, on the screen display, the timing of the tap operationis seen by the user as follows. Specifically, the user performs a tapoperation on the inside of the field area 102 at the timing at which theenemy character 105 enters the timing presentation area 104, whereby theuser character 103 is seen to be able to be caused to attack andeliminate the enemy character 105, thereby deleting the enemy character105 from the screen. Furthermore, depending on the timing at which a tapoperation is performed in a state where the enemy character 105 ispresent within the timing presentation area 104, evaluation of the tapoperation is also changed. For example, two-level evaluation is madesuch that: a tap operation performed at a timing that exactly coincideswith the reference timing (on the screen, for example, a timing at whichthe central point of the enemy character 105 coincides with the centralpoint of the timing presentation area 104) is evaluated as “Great” thatis a maximum evaluation; and a tap operation performed at a timing thatslightly deviates from the reference timing but is within the above timewidth is evaluated as “Good” (on the screen, for example, a state wherethe central point of the timing presentation area 104 and the centralpoint of the enemy character 105 do not coincide with each other but thecentral point of the enemy character 105 is within the timingpresentation area 104). As a matter of course, it is needless to saythat evaluation may be made at more levels in another embodiment.

In the present embodiment, regarding a position of a tap operation foran attack, a tap operation at any position within the lane 101 to whichthe timing presentation area 104 that the enemy character 105 hasentered belongs is required. For example, as shown in FIG. 3, when theenemy character 105 has entered the timing presentation area 104C, it ispossible to attack the enemy character 105 by performing a tap operationat any position within the lane 101C. On the other hand, in this case,when a tap operation is performed on the inside of the lane other thanthe lane 101C, an attack is not made against the enemy character 105that has entered the timing presentation area 104C.

Here, for convenience of explanation, in the rhythm game in the presentembodiment, so-called “simultaneous pressing” is not required. That is,a state where two or more enemy characters 105 are present within two ormore different timing presentation areas 104 at the exactly same timingis not caused in the four timing presentation areas 104. For example, asimultaneous input operation on the lane 101A and the lane 101C in astate where the enemy characters 105 are present in the timingpresentation areas 104A and 104C at the exactly same timing is notrequired. That is, on all occasions, an input on only one of the lanesis merely required at a certain timing. In another embodiment,simultaneous pressing as described above may be possible.

As an example of the attack operation, a tap operation is taken in thisembodiment, but an operation method other than a tap operation may beused in another embodiment. The attack operation is, for example, adouble tap operation, a slide operation in a predetermined direction, aflick operation in a predetermined direction, or a long pressingoperation. In addition, an input device other than the touch panel maybe usable. For example, press-type buttons may be used. In this case,for example, the above four lanes may be set so as to correspond toso-called A, B, X, and Y buttons, respectively. The user can make anattack as described above, by pressing any of the buttons correspondingto the respective lanes. Other than the A, B, X, and Y buttons, theabove four lanes may be set so as to correspond to four directions of aso-called cross key/cross button.

When a tap operation is performed on the inside of the field area 102,an attack motion of the user character 103 that belongs to the lane 101on which the tap operation has been performed is displayed. Regardlessof whether the enemy character 105 is present within the timingpresentation area 104, an attack motion is displayed when a tapoperation is performed. Regarding each enemy character 105, display ofan attack motion against the user character is started at a timingprevious to the later-described reference timing by a one-beat period.As described above, each enemy character 105 moves in accordance with apredetermined rhythm. Then, by starting the attack motion at the timingprevious to the reference timing by a one-beat period as describedabove, it is possible to more clearly present when the reference timingcomes, to the user. Furthermore, it is also possible to enhance afeeling of presence and atmosphere in which the user character 103 isfighting with an enemy.

When an attack has been successfully made against the enemy character105 that has entered the timing presentation area 104 as describedabove, a representation that the enemy character 105 is flown toward theupper right of the screen as shown in FIG. 4, is performed, and then theenemy character 105 is deleted from the screen. That is, each of theseenemy characters 105 can be considered to be able to be eliminated by asingle attack operation if the condition of coinciding with anappropriate timing is satisfied.

Meanwhile, when an attack against the enemy character 105 has failed,for example, since the timing of the tap operation has not coincided,the user character 103 is determined to be attacked and suffer damage,and the indication of the user-side HP meter 106 is decreased by 1. Inthe present embodiment, specifically, the colored mark is changed into awhite state, thereby indicating that the indication is decreased by 1.Then, when the indication of the user-side HP meter 106 becomes 0, thatis, when the user character 103 is attacked eight times and all themarks are changed into a white state, the game is ended.

When the user character 103 has suffered damage as described above, theenemy character 105 that has attacked the user character 103 moves tothe left edge of the screen as is, and is deleted from the screen.

In the game process of the present embodiment, regarding the enemycharacters 105, two enemy types, “ground unit” and “flight unit”, areset. The ground unit linearly moves along each lane from right to leftas shown in FIG. 3 described above. That is, the ground unit moves on aground in the field area 102 which is a virtual game space. Meanwhile,the flight unit can move across the lane as shown in FIG. 5. In theexample of FIG. 5, a flight unit type enemy character 105 appearing atan upper right position is shown to move toward a lower left position.That is, the flight unit moves in air in the virtual game field.

[Outline of Motion of Boss Character]

Meanwhile, in the rhythm game of the present embodiment, in addition tothe enemy characters 105 that can be eliminated by a single attackoperation as described above, an enemy character called “boss character”is also present. The boss character is an indication sign having a “HP”as indicated by the boss-side HP meter 107 and cannot be eliminated onlyby a single attack. That is, the boss character can be considered as anindication sign, in the rhythm game, having durability typified by HP orthe like. In the following description, the enemy characters 105 otherthan the boss character are referred to as “normal enemy characters”. Inaddition, in the following description, when the “enemy character” ismerely described, the “enemy character” is used as a concept includingboth the “boss character” and the “normal enemy characters”. In thepresent embodiment, the boss character is the above “flight unit”.

In the present embodiment, the boss character appears only in a “bossstage” which is a stage dedicated for the boss character. As describedabove, this rhythm game is a game employing a stage system, and the“boss stage” is provided every four stages in the present embodiment.For example, only the normal enemy characters 105 appear in the first tothird stages, and the normal enemy characters 105 and the boss characterappear in the fourth stage.

Next, an example of a motion of the boss character in the boss stagewill be described. FIG. 6 shows a screen example showing a stateimmediately after start of the boss stage. In FIG. 6, a boss character110 is displayed at an upper right position in the field area 102, thatis, at a position at the right end of the lane 101. From this state, theboss character 110 moves along the lane 101 toward the timingpresentation area 104, as shown in FIG. 7, with progress of the game,that is, with reproduction of a musical piece. In FIG. 7, in addition tothe boss character 110, a normal enemy character 105 appears in thescreen. When the reproduction of the musical piece further proceeds, theboss character 110 moves closer to the timing presentation area 104A asshown in FIG. 8. Moreover, another normal enemy character 105 appears atthe right end of the lane 101A.

Thereafter, when the reproduction of the musical piece further proceeds,display of an attack motion of the boss character 110 is started at aone-beat period before a reference timing corresponding to the bosscharacter 110. Accordingly, similar to the case of the normal enemycharacter 105, it is possible to more clearly present when the referencetiming comes, to the user. By performing a tap operation at any positionwithin the lane 101A in synchronization with the timing at which theboss character 110 enters the timing presentation area 104, the user canattack and damage the boss character 110 as shown in FIG. 9. FIG. 9shows a state where an attack of the user has been successfully made. InFIG. 9, a state where attack motions of both the boss character 110 andthe user character 103A are displayed is shown, but is a state where theuser character 103A has successfully made an attack against the bosscharacter 110 before being attacked by the boss character 110. Thus, theuser-side HP meter 106 does not change, but, in the boss-side HP meter107, the HP of the boss character 110 is decreased by a valuecorresponding to the suffered damage. However, the state in FIG. 9 is astate where the boss character 110 has not been eliminated.

If the HP of the boss character 110 still remains even when the attackhas been successfully made as described above, a motion of the bosscharacter 110 after the attack is as follows. First, as shown in FIG.10, the position of the boss character 110 is moved in the rightwarddirection in the field area 102. This movement is a so-called“knock-back” motion. Hereinafter, a motion of the boss character 110 inwhich the boss character 110 moves back in a direction including acomponent in the direction opposite to the direction of movement so far(in a direction including a component in the rightward direction in thepresent embodiment) upon being attacked by the user character 103 asdescribed above, is referred to as a “knock-back motion”. In addition, aposition that is a destination of the knock-back motion at this time isan “action start position” (hereinafter, referred to as “next actionstart position”) corresponding to the timing for the next action, among“action start positions” defined in advance by later-described bossmusical score data 214.

In the present embodiment, the boss character 110 attacked by the usercharacter 103 makes a “knock-back” motion as described above, but may becaused to make another motion different from such a “knock-back” motion,in another embodiment. For example, the attacked boss character 110 maybe caused to make a motion in which the boss character 110 moves to the“next action start position” so as to draw a parabola as if being hitaway.

Here, the musical score data will be briefly described (the detailsthereof will be described later). The musical score data is data thatdefines in advance a timing at which each enemy character comes to thetiming presentation area 104. In addition, the musical score data isalso data that defines in advance a timing at which and a position fromwhich each enemy character starts moving. In the present embodiment, twotypes of musical score data, that is, musical score data for a normalenemy character (later-described normal enemy musical score data 213)and musical score data for a boss character (later-described bossmusical score data 214), are prepared. Hereinafter, these two data aresometimes collectively referred to as “musical score data”.

The position that is the destination of the knock-back motion of theboss character 110 is determined as appropriate on the basis of the bosscharacter musical score data. The example of FIG. 10 described above isan example in which the position at the right end of the lane 101D isdefined in advance as the “next action start position”. Thus, a statewhere the boss character 110 moves from the timing presentation area104A to the position at the right end of the lane 101D as if beingpushed away as the knock-back motion is shown. In addition, the movementin the knock-back motion is made so as to correspond to a next “actionstart timing” (described later). For example, when a tap operation isperformed 0.5 seconds later than the reference timing and thus the bosscharacter 110 makes a knock-back motion and then starts moving again asdescribed later, the boss character 110 starts moving with a delay of0.5 seconds from the reference timing being maintained. That is, when aninput timing of the user deviates from the predetermined timing, if themovement speed of the boss character 110 in the knock-back motion is notadjusted at all, the next action start timing also deviates due to theabove deviation. Thus, by adjusting the movement speed in the knock-backmotion in accordance with the next action start timing, the deviation ofthe movement timing of the indication sign can be corrected. In otherwords, when an input timing of the user deviates from the predeterminedtiming, the movement speed during the knock-back motion can beconsidered to be adjusted in order to correct this deviation.

Thereafter, as shown in FIG. 11, the boss character 110 starts movingtoward the timing presentation area 104. FIG. 11 shows a state where theboss character 110 moves toward the left on the lane 101D. That is, theboss character 110 repeats an attack motion against the user character103 until the HP of the boss character 110 reaches 0. In addition, thetiming of the motion is a motion timing based on musical score data thatis defined in advance according to the musical piece.

In other words, the indication sign in the rhythm game is set such thatthe indication sign has durability and cannot be deleted (eliminated) bya single tap operation. Then, when a tap operation has been successfullyperformed in synchronization with the timing, the indication sign is notdeleted from the screen, and is continuously displayed so as to make theabove knock-back motion or the like. In addition, while there is HPremaining, the indication sign continuously and repeatedly moves towardthe timing presentation area in accordance with reproduction of themusical piece (musical score data).

In the present embodiment, the boss character 110 is the “flight unit”.As a matter of course, the boss character 110 may be the “ground unit”.In this case, in the case where the boss character 110 moves toward thetiming presentation area 104, the boss character 110 may move along thelane 101, and in the case where the boss character 110 makes aknock-back motion, the boss character 110 may move across the lane 101.

Next, a motion of the boss character 110 in the case where an attack ofthe user has failed will be described. For example, this case is a casewhere a tap operation has not been performed even when the bosscharacter 110 is present in the timing presentation area 104. In thiscase, a representation indicating that the user character 103A isattacked by the boss character 110 is displayed as shown in FIG. 12.Along with this, the indication of the user-side HP meter 106 isdecreased by 1. In addition, at this time point, the reproduction of themusical score data is stopped once. That is, appearance of normal enemycharacters 105 other than any other normal enemy characters 105 presentin the screen when the user character 103A is attacked by the bosscharacter 110 is inhibited once.

Thereafter, the boss character 110 moves to the left edge of the fieldarea 102 as shown in FIG. 13, and the display of the boss character 110is deleted from the screen once as shown in FIG. 14 such that the bosscharacter 110 further moves out of the screen. During such a motion ofthe boss character 110, movements and attacks of the other normal enemycharacters 105 are continued. Thereafter, when a predetermined time haselapsed from the reference timings for all the normal enemy characters105, the boss character 110 appears from the right end of any of thelanes 101 as shown in FIGS. 15 and 16. Thereafter, reproduction of themusical score data is restarted, and a movement and an attack motion ofeach enemy character based on the musical score data are made.

When the user character 103 is attacked by the normal enemy character105, the reproduction of the musical score data is continued unless theHP of the user reaches 0.

When the user finally makes the HP of the boss character 110 into 0 as aresult of repetition of the above process, the boss stage is cleared. Inthe present embodiment, reproduction of the same musical piece isrepeated until the HP of the boss reaches 0. In another embodiment, whenthe HP of the boss character 110 is not made into 0 before reproductionof the musical piece (reproduction for one loop) ends, the game may beended due to running out of time.

In the present embodiment, subtractions are performed on the HP of theboss character 110, and the boss character 110 is eliminated when the HPof the boss character 110 reaches 0. Alternatively, values of damagesuffered by the boss character 110 may be accumulated, and the bosscharacter 110 may be determined to be eliminated when the accumulatedvalue exceeds a predetermined value. Still alternatively, when thenumber of successful attacks against the boss character 110 reaches apredetermined number, the boss character 110 may be determined to beeliminated.

In the present embodiment, the boss character 110 acts according to apredefined action pattern. Here, the musical score data defines a timingat which the boss character 110 reaches the timing presentation area,and the action start position for the boss character 110, but does notdefine a specific motion pattern for the boss character 110. Thus, datathat defines a specific action pattern for the boss character 110 isadditionally prepared as described later. Regarding the action pattern,for example, a pattern in which “a normal attack is repeated three timesand then a special attack is used once” is predefined as a “pattern A”,or a pattern in which “a normal attack is repeated four times and then aspecial attack is continuously used twice” is predefined as a “patternB”. Then, unless the user character 103 has been attacked by the bosscharacter 110 (unless the boss character 110 disappears from the screen)as described above, the action pattern used at this time is repeated. Onthe other hand, when the user character 103 has been attacked by theboss character 110, a motion is made in which the action pattern used atthis time is stopped, a new action pattern is selected, and the bosscharacter 110 starts acting according to the new action pattern afterreappearance. As the action pattern for the boss character 110, amovement path and a movement speed may be defined. Furthermore, inaddition to the pattern in which the boss character 110 constantlymoves, an action pattern in which the boss character 110 stops movingmidway and then starts moving again may be defined.

As described above, in the present embodiment, the entertainmentcharacteristics of the rhythm game are enhanced by making the indicationsign in the rhythm game have durability such as a HP.

[Details of Game Process of Present Embodiment]

Next, the rhythm game process in the present embodiment will bedescribed in more detail with reference to FIGS. 17 to 24.

[Data to be Used]

First, various kinds of data to be used in this game process will bedescribed. FIG. 17 shows an example of a program and data stored in thememory 13 of the information processing apparatus 10. In the memory 13,a rhythm game processing program 211 and data, such as musical piecedata 212, the normal enemy musical score data 213, the boss musicalscore data 214, a boss character HP 215, a user HP 216, action patterndefinition data 217, current action pattern data 218, image data 219,and operation data 220, are stored.

The rhythm game processing program 211 is a program for causing theprocessor section 11 to execute the rhythm game process according to thepresent embodiment.

The musical piece data 212 is one of a plurality of musical piece data,and is, for example, digital data coded by a pulse code modulation (PCM)method or the like.

The normal enemy musical score data 213 is musical score datacorresponding to predetermined musical piece data to be reproduced in apredetermined stage, and is data for controlling a normal enemycharacter. FIG. 18 shows an example of the data configuration of thenormal enemy musical score data 213. In FIG. 18, the normal enemymusical score data 213 includes items such as a reference timing 231,identification information 232, a reached lane 233, an action start lane234, and an action start timing 235. The reference timing 231 indicatesa reference timing that is preset in accordance with the musical piecedata, and indicates a timing at which the user should perform an attackoperation. In addition, in the normal enemy musical score data 213, thereference timing 231 is defined as an elapsed time from the time ofstart of reproduction of the musical piece data (for example, a framenumber based on a frame rate of rendering in the case where the framenumber at the musical piece data reproduction start time is set to 0).The identification information 232 is information indicating a normalenemy character (indication sign) corresponding to each reference timing231. For example, the identification information 232 is informationindicating a “normal enemy character A” which is a ground unit, a“normal enemy character B” which is a flight unit, etc. The reached lane233 indicates a lane 101 in which the normal enemy character 105 shouldbe present at the corresponding reference timing 231. The action startlane 234 and the action start timing 235 are defined as the lane 101 inwhich the normal enemy character 105 for the reference timing 231 startsacting, and as a timing of the start. In other words, the action startlane 234 and the action start timing 235 are defined as a lane in whichand a timing at which the enemy character appears in the field area 102.For each normal enemy character 105, since the normal enemy character105 initially appears without fail at the right edge of the field area102, only the lane 101 in which the normal enemy character 105 is toappear may be defined.

Referring back to FIG. 17, the boss musical score data 214 is musicalscore data corresponding to the above predetermined musical piece data,and is data for controlling the boss character 110. FIG. 19 shows anexample of the data configuration of the boss musical score data 214. InFIG. 19, the boss musical score data 214 includes items such as areference timing 241, a reached lane 242, an action start position 243,and an action start timing 244. Among these items, the reference timing241, the reached lane 242, and the action start timing 244 have the samemeanings as those of the items in the normal enemy musical score data213, except that the target is the boss character 110, and thus thedescription thereof is omitted. Meanwhile, the action start position 243basically indicates the position at which the boss character 110 is tobe present at the action start timing 244. However, the above“knock-back motion” is also assumed, and the action start position 243has the contents in which positions in the respective lanes are definedin more detail. Specifically, for example, as shown in FIG. 20,regarding the action start position, two areas, a position A and aposition B, are defined. As the action start position 243, either theposition A or the position B in each lane 101 is defined inconsideration of a position that is the knock-back destination in theabove knock-back motion. In addition, the action start position 243indicates the above-described “next action start position”. The numberof action start positions is an example, and it is needless to say thatany number of action start positions may be defined in anotherembodiment.

In the present embodiment, the musical score data for a normal enemycharacter and the musical score data for a boss character are configuredas separate data, but may be combined into integrated data in anotherembodiment.

Referring back to FIG. 17, the boss character HP 215 is data indicatingthe current HP of the boss character 110 in a boss stage. In otherwords, the boss character HP 215 is a parameter indicating thedurability of the boss character 110, and is data on which theindication of the boss-side HP meter 107 is based. That is, the bosscharacter HP 215 can be considered as a parameter indicating the“endurance” of the boss character 110. In addition, the user HP 216 isdata indicating the current HP of the user side, and is a parameterindicating the durability of the user side. The user HP 216 is data onwhich the indication of the user-side HP meter 106 is based.

The action pattern definition data 217 is data that defines a pluralityof action patterns for the boss character 110 as described above.

In the present embodiment, since each normal enemy character 105 can bebasically eliminated by a single attack and linearly moves on the actionstart lane from the position where the normal enemy character 105appears, an action pattern is not particularly defined for the normalenemy character 105. However, in another embodiment, for each normalenemy character 105, data that defines a movement path for the normalenemy character 105 may be prepared. In particular, such data is usefulin the case of moving the flight unit in a curved manner.

The current action pattern data 218 is data for indicating the currentlyused action pattern among the plurality of action patterns defined bythe action pattern definition data 217.

The image data 219 is various kinds of image data of the user character103, various enemy characters, background images, etc.

The operation data 220 is data indicating the contents of variousoperations performed on the operation section 15. In the presentembodiment, the operation data 220 includes presence/absence of an inputto the touch panel as the operation section 15, data indicating a touchcoordinate or the like of the input, data indicating pressed states ofvarious buttons that are not shown, and the like.

In addition, in the memory 13, various kinds of data required for therhythm game process, such as sound effect data and various kinds ofworking data to be temporarily used are stored as appropriate.

[Details of Process Performed by Processor Section 11]

Next, the rhythm game process according to the present embodiment willbe described in detail with reference to flowcharts of FIGS. 21 to 24.Here, a process for the above boss stage (hereinafter, a boss stageprocess) will be described, and the description of the other gameprocesses is omitted.

A process loop of steps S2 to S20 in FIGS. 21 to 23 is repeated at apredetermined time interval, for example, every 1/60 seconds (oneframe), except for a process in step S19.

First, in step S1, the processor section 11 performs a preparationprocess for stating the process related to the boss stage. That is, theprocessor section 11 reads the musical piece data 212, and the normalenemy musical score data 213 and the boss musical score data 214corresponding to the musical piece data 212, from a predeterminedstorage medium, and stores the read data in the memory 13. In addition,the processor section 11 initializes various kinds of data to be used inthe process for the boss stage, and locates the user characters 103 inthe field area 102 as appropriate. Furthermore, the processor section 11locates the boss character 110 at an initial position on the basis ofthe boss musical score data 214. In addition, the processor section 11also performs a process of determining an action pattern for the bosscharacter 110 and setting the current action pattern data 218. Then, theprocessor section 11 generates a game screen at the time of start of theboss stage and displays the game screen on the display section 16.

Next, in step S2, the processor section 11 performs control of movementof various enemy characters and control of new location of various enemycharacters in the field area 102 on the basis of the normal enemymusical score data 213 and the boss musical score data 214. That is, theprocessor section 11 performs a process of reproducing the normal enemymusical score data 213 and the boss musical score data 214. For example,regarding each normal enemy character 105, control is performed suchthat the normal enemy character 105 indicated by the identificationinformation 232 is located at the position indicated by the action startlane 234 at the timing indicated by the action start timing 235. Then,control is performed such that the normal enemy character 105 is movedso as to reach the timing presentation area 104 of the lane indicated bythe reached lane 233 at the timing indicated by the reference timing231. In addition, regarding the boss character 110, movement thereof iscontrolled also with reference to the action pattern indicated by thecurrent action pattern data 218. When the boss character 110 is duringthe above “knock-back motion”, the processor section 11 also performscontrol of movement related to the knock-back motion. For example, whena flag (not shown) that is set in a process in step S10 described laterand indicates that the boss character 110 is in a knock-back state isON, the processor section 11 performs this control of movement. When theknock-back motion is ended, the processor section 11 also performs aprocess of setting the flag to be OFF. In addition, regarding variousenemy characters that have entered the timing presentation areas,control is also performed such that the enemy character is caused tomake an attack motion of attacking the user character 103. Through suchprocesses, control of movement of various enemy characters and the likeare performed.

Next, in step S3, the processor section 11 refers to the operation data220 and determines whether a tap operation has been performed on thefield area 102. As a result, when the tap operation has not beenperformed (NO in step S3), the processor section 11 advances theprocessing to step S12 described later. On the other hand, when the tapoperation has been performed (YES in step S3), the processor section 11determines in subsequent step S4 whether the tap operation satisfies anattack condition. Specifically, the processor section 11 determineswhether, in a state where the enemy character has entered any of theabove timing presentation areas 104, the tap operation has beenperformed in the lane 101 belonging to this timing presentation area104. More precisely, the processor section 11 determines whether the tapoperation has been performed within a time width that is centered at thereference timing 231 (in the case of the normal enemy character 105) orat the reference timing 241 (in the case of the boss character 110) andin which a tap operation is permitted as an effective attack operation.That is, the processor section 11 determines whether an effective attackoperation has been performed. As a result of the determination, when theeffective attack operation has not been performed (NO in step S4), theprocessor section 11 advances the processing to step S12 describedlater. At this time, an attack motion of the user character 103belonging to the lane in which the tap operation has been performed maybe displayed. In this case, the displayed attack motion is invalid as anattack, but it is possible for the user to confirm only the attackmotion of the user character 103.

On the other hand, when the effective attack operation has beenperformed (YES in step S4), the processor section 11 displays, in stepS5, the attack motion of the user character 103 belonging to the lane101 in which the tap operation has been performed. Furthermore, theprocessor section 11 performs a process of evaluating the input timingof the tap operation. That is, the processor section 11 determineswhether the input timing is evaluated, for example, as “Great” or “Good”as described above. Then, the processor section 11 temporarily storesthe result of the evaluation in the memory 13.

Next, in step S6, the processor section 11 determines whether the attackmade at this time is an attack against the boss character 110. That is,the processor section 11 determines whether the enemy character attackedby the user character 103 is the boss character 110. As a result of thedetermination, when the attack made at this time is not an attackagainst the boss character 110, that is, is an attack against the normalenemy character 105 (NO in step S6), the processor section 11 performs,in step S7, a process for defeating the normal enemy character. That is,for the normal enemy character 105 attacked by the user character, theprocessor section 11 performs a representation that the normal enemycharacter 105 is flown toward the outside of the screen as shown in FIG.4 described above. In addition, the processor section 11 adds point(s)corresponding to the result of the evaluation, to score data that is notshown. At this time, when the result of the evaluation is high (“Great”in this embodiment), a value of a so-called “combo” may be added.Thereafter, the processor section 11 advances the processing to step S12described later.

Meanwhile, as a result of the determination in step S6 described above,when the attack made at this time is an attack against the bosscharacter 110 (YES in step S6), the processor section 11 subtracts 1from the value of the boss character HP 215 in step S8 shown in FIG. 22.In addition, the processor section 11 also performs a process forupdating the indication of the boss-side HP meter 107.

Next, in step S9, the processor section 11 determines whether the valueof the boss character HP 215 is 0. As a result, when the value of theboss character HP 215 is 0, the processor section 11 determines that theboss is defeated, and performs a process for clearing the boss stage instep S11. For example, the processor section 11 performs a process ofdeleting the display of the boss character 110 from the screen andfurther performs a process of displaying a representation for clearingthe stage, and the like. Thereafter, the processor section 11 ends theprocess related to the boss stage.

On the other hand, when the value of the boss character HP 215 is yet tobe 0 (NO in step S9), the processor section 11 performs, in step S10, asetting process for causing the boss character 110 to make the aboveknock-back motion. That is, the processor section 11 specifies the above“next action start position” by referring to the boss musical score data214, and calculates a movement speed in a knock-back motion to thisposition. Although not shown, the processor section 11 sets the flag,which indicates that the boss character 110 is in a knock-back state, tobe ON, for example. Thereafter, the processor section 11 advances theprocessing to step S12.

Next, in step S12 in FIG. 23, the processor section 11 performs aprocess of determining whether the user character 103 has been attackedby any enemy character, that is, determining presence/absence of damage.Specifically, the processor section 11 determines whether, without anattack being made by a tap operation against the enemy character thathas entered any timing presentation area 104, or in a state where a tapoperation has been performed but has not been determined as an effectiveattack since the timing does not coincide, the enemy character hasadvanced to the position of the user character 103. That is, theprocessor section 11 determines whether the user has failed to eliminatethe enemy character that has entered any timing presentation area 104.Then, when the user fails, it is determined that damage has occurred.

As a result of the determination, when damage has not occurred (NO instep S12), the processor section 11 advances the processing to step S16described later. On the other hand, when damage has occurred (YES instep S12), the processor section 11 performs a damage process in stepS13. Specifically, the processor section 11 performs a process ofsubtracting 1 from the value of the user HP 216 and updating theindication of the user-side HP meter 106.

Next, in step S16, the processor section 11 determines whether the valueof the user HP 216 has reached 0. As a result, when the value of theuser HP 216 has reached 0 (YES in step S16), the processor section 11performs a process for ending the game in step S17. That is, theprocessor section 11 performs a process for the case of a failure toclear the stage. For example, the processor section 11 performs displayof a representation indicating a failure to clear the stage, and thelike. Then the processor section 11 ends the boss stage process.

On the other hand, when the value of the user HP 216 has not reached 0(NO in step S16), the processor section 11 next determines in step S18whether the boss character 110 has reached the left edge of the fieldarea 102. That is, the processor section 11 determines whether the bosscharacter 110 that has successfully attacked the user character 103 hasmoved to the left edge of the field area 102 as shown in FIG. 13described above. As a result, when the boss character 110 has notreached the left edge of the field area 102 (NO in step S18), theprocessor section 11 advances the processing to step S20 describedlater. On the other hand, when the boss character 110 has reached theleft edge of the field area 102 (YES in step S18), the processor section11 performs a boss reappearance process in step S19. The bossreappearance process is a process for performing reappearance of theboss character 110 as described with reference to FIGS. 12 to 16described above.

FIG. 24 is a flowchart showing the details of the boss reappearanceprocess. In FIG. 24, in step S31, the processor section 11 performs aprocess of pausing the reproduction of the musical score data. That is,the processor section 11 performs a process for preventing the normalenemy characters 105 other than the already deployed normal enemycharacters 105 from appearing. At this time, the processor section 11may pause the reproduction of the musical piece data, or may continuethe reproduction of the musical piece.

Next, in step S32, the processor section 11 performs control of movementof the boss character 110. Specifically, the processor section 11performs a movement process such that the boss character 110 moves outof the screen. In addition, after the boss character 110 moves out ofthe screen, the processor section 11 performs a process for specifying a“next action start position” on the basis of the boss musical score data214 and causing the boss character 110 to appear from the right end ofany of the lanes 101 on the basis of the next action start position.Moreover, at this time, the processor section 11 refers to the actionpattern definition data 217 and selects an action pattern to be used asthe next action of the boss character 110. Then, the processor section11 sets a value indicating the selected action pattern, in the currentaction pattern data 218.

Next, in step S33, the processor section 11 performs a process regardingeach normal enemy character 105 remaining in the screen. That is, aprocess of moving each normal enemy character 105, various determinationprocesses regarding an attack, and the like are performed. Although notshown in the flowchart, when the HP of the user reaches 0 as a result ofthe user character 103 being attacked by the normal enemy character 105in this process, the boss reappearance process is paused and a processfor ending the game is performed.

Next, in step S34, the processor section 11 performs a process ofgenerating a game screen reflecting the control of movement and the likein steps S32 and S33 described above, and displaying the game screen onthe display section 16.

Next, in step S35, the processor section 11 determines whether acondition for restarting reproduction of the musical score data has beensatisfied. The condition is a condition for putting an interval in orderto provide matching of attack timing between the boss character 110 andeach normal enemy character 105. For example, it is determined that thecondition for restart has been satisfied when all of the following threeconditions are satisfied: (1) reappearance of the boss character 110 iscompleted and there is a sufficient temporal margin until the nextreference timing for the boss character 110, (2) a predetermined timehas elapsed from the reference timings for all the normal enemycharacters 105, and (3) the timing of restart is a timing at which theelapsed time is a multiple of a one-beat period. This condition forrestart is an example. Regarding reappearance of the boss character 110,a condition different from this condition may be used as long as thecondition is a condition under which adjustment is possible such thatcollapse of the contents of the rhythm game is prevented.

As a result of the determination in step S35, when the condition forrestart has not been satisfied (NO in step S35), the processor section11 returns to step S32 described above, and the process is repeated. Onthe other hand, when the condition for restart has been satisfied (YESin step S35), the processor section 11 performs a process for restartingreproduction of the musical score data in step S37. This is the end ofthe boss reappearance process.

Referring back to FIG. 23, next, in step S20, the processor section 11performs a process of generating a game screen reflecting the results ofthe above game process and displaying the game screen on the displaysection 16. In addition, the processor section 11 also performs aprocess of outputting various kinds of sound data based on the musicalpiece data 212 and the like to the sound output section 17. Thereafter,the processor section 11 returns to step S2 described above, and theprocess is repeated.

This is the end of the description of the boss stage process.

As described above, in the present embodiment, the indication sign inthe rhythm game has durability typified by HP or the like, and theindication sign that does not disappear from the screen due to a singletap operation or the like is controlled. Accordingly, the entertainmentcharacteristics of the rhythm game can be further enhanced.

[Modifications]

In the above embodiment, regarding the position at which a tap operationfor an attack is to be performed, tap operations at positionscorresponding to the four lanes, respectively, are required. Other thanthis, for decreasing the level of difficulty in operation, an attackoperation position may be made uniform while the presence of the fourlanes and control of movement of the enemy characters are unchanged.That is, this can be considered as a mode in which only the method foran attack operation is changed. FIG. 25 shows an example of a screenusing such a configuration. In FIG. 25, the screen has the sameconfiguration as shown in FIG. 2 described above, except that an attackoperation area 120 is displayed at a lower portion of the screen. Inthis case, an operation of the user is as follows. Specifically, byperforming a tap operation on the attack operation area 120 insynchronization with a timing at which any enemy character has enteredany timing presentation area 104, the user can attack the enemycharacter. In this case, it does not matter in which lane the enemycharacter is present. That is, regardless of the lane in which the enemycharacter has entered the timing presentation area 104, the user canattack the enemy character merely by performing a tap operation on theattack operation area 120 as long as the timing coincides.

Regarding the attack operation area 120, a partial area in the screen asdescribed above may not be set as the attack operation area 120, and,for example, the entire screen may be set as the attack operation area120 and display as shown in FIG. 25 described above may not beperformed. That is, it may be possible to make an attack against theenemy character merely by performing a tap operation at any position onthe screen as long as the timing coincides.

In addition, the user may be allowed to switch between a game mode inwhich tap operations corresponding to four lanes are required as in theabove embodiment and a game mode in which only a tap operation on thesingle attack operation area 120 as shown in FIG. 25 described above isrequired, or to select any of these two game modes. For example, theformer may be referred to “expert mode”, the latter may be referred toas “casual mode”, and these modes may be presented to the user beforestart of a stage such that the user can select any of the two modes.

Furthermore, in still another embodiment, a game mode obtained bycombining (integrating) the above “expert mode” and the above “casualmode” may be provided. That is, basically, a game mode may be providedin which the enemy character can be eliminated by performing a tapoperation at any position on the screen as long as the timing coincides(corresponding to the casual mode), but a higher score is obtained byperforming a tap operation corresponding to the lane (corresponding tothe expert mode). More specifically, for example, this game mode isconfigured such that a high score can be obtained by performing a tapoperation at any position in the lane 101A at the timing at which theenemy character reaches the timing presentation area 104A; and when atap operation is performed on any area other than the timingpresentation area 104A, the enemy character can be eliminated but anobtained score is reduced. With such a configuration, basically, whileproviding simple operability in which it is not necessary to change aposition for a tap operation in accordance with the position of theenemy character, higher-level operability in which it is necessary tochange a position (lane) for a tap operation in accordance with theposition of the enemy character can be required for a user who aims at ahighest score. In other words, the user is allowed to select, at anytiming, any of a play style in which a high score is given up but asimple operation is performed and a play style in which a high-leveloperation aimed at a high score is required. For example, for eachnormal enemy character 105, play can be performed in a play stylecorresponding to the expert mode, and, for the boss character 110, playcan be performed in a play style corresponding to the casual mode.Alternatively, for example, it is possible to perform play in a playstyle corresponding to the expert mode in the first half of a stage andperform play in a play style corresponding to the casual mode in thesecond half of the stage.

As an example of the indication signs, the “boss character” and the“normal enemy characters” are exemplified in the above embodiment. Otherthan this, for example, objects emitted from the boss character 110,such as arrows or bullets emitted from the boss character 110, may beindication signs. In this case, the objects such as arrows or bulletsmay be handled as the normal enemy characters 105. In addition, forexample, movement of the boss character 110 may be stopped when the bosscharacter 110 reaches the position on the right of the timingpresentation area 104, and the boss character 110 may be caused to makea motion of “emitting flames” toward the user character 103. The“flames” emitted from the boss character 110 at this time may be handledas the normal enemy characters 105. In this case, while the “flames” areemitted, the user may be allowed to prevent attacks with the “flames” byrepeatedly performing a tap operation or performing a long pressingoperation. Moreover, as an example of the indication signs, obstacleobjects such as rocks or iron balls rolling toward the timingpresentation area 104 may be used as the normal enemy characters 105.

In the above embodiment, each normal enemy character 105 does not have aHP. However, in another embodiment, each normal enemy character 105 mayhave a HP, and the value of the HP may be set to “1”. That is, eachnormal enemy character 105 may be eliminated by a single attack.

In the above embodiment, only the single boss character 110 appears atone time. In another embodiment, a plurality of boss characters 110 maybe caused to appear at the same time. In this case, regarding theboss-side HP, the HP indicated by the boss-side HP meter 107 may beshared by the plurality of boss characters 110. For example, three bosscharacters 110 may be caused to appear at the same time, and maydisappear when the sum of values of damage to the three boss characters110 reaches a predetermined value.

In the above embodiment, the stage is cleared when the boss character110 is eliminated. However, in another embodiment, play in the stage maybe continued until the musical piece ends. In addition, another bosscharacter 110 may be subsequently caused to appear.

The timing presentation area 104 is an area having a width to someextent in the above embodiment. That is, a timing for a tap operationpermitted as a successful attack has a margin to some extent. In anotherembodiment, a timing for such a tap operation may not have this width,and a pinpoint coordinate corresponding to the reference timing may beused as the timing. That is, the timing may be displayed not as a timingpresentation “area” but as a timing presentation “point”.

Regarding the position at which the user character 103 is displayed, inthe above embodiment, the user character 103 is displayed at a positionon the left of the timing presentation area 104. However, the positionat which the user character 103 is displayed is not limited thereto, andthe user character 103 may be displayed in the timing presentation area104, for example.

Regarding the direction in which each indication sign moves, in theabove embodiment, the indication sign (enemy character) basically movesfrom right to left in the screen. However, the indication sign may movefrom left to right, from up to down, or from down to up. In addition,for example, the one user character may be located at substantially thecenter of the screen, circular timing presentation areas may be locatedso as to surround the user character, and the indication signs may movefrom all directions at 360 degrees toward the center of the screen.

In the above embodiment, when the boss character 110 is attacked by theuser character 103 (a tap operation is performed at the referencetiming), control of a knock-back motion as described above is performed.In another embodiment, the boss character 110 may be caused to make amotion in which the boss character 110 continues to advance in theleftward direction even when being attacked, not such a motion in whichthe boss character 110 makes a knock-back motion upon being attacked.

In the above embodiment, the single information processing apparatus 10performs a series of processes related to the rhythm game. However,there is no limitation thereto, and in another embodiment, the series ofprocesses described above may be performed in an information processingsystem that includes a plurality of information processing apparatuses.For example, in an information processing system that includes aterminal side apparatus and a server side apparatus capable ofcommunicating with the terminal side apparatus via a network, a part ofthe series of processes may be performed by the server side apparatus.Alternatively, in an information processing system that includes aterminal side apparatus and a server side apparatus capable ofcommunicating with the terminal side apparatus via a network, a mainprocess of the series of the processes may be performed by the serverside apparatus, and a part of the series of the processes may beperformed by the terminal side apparatus. Still alternatively, in theinformation processing system, a server side system may include aplurality of information processing apparatuses, and a process to beperformed in the server side system may be divided and performed by theplurality of information processing apparatuses.

What is claimed is:
 1. A computer-readable non-transitory storage mediumhaving stored therein a game program for causing a computer to execute arhythm game, the game program causing the computer to executefunctionality comprising: moving an enemy element displayed on a displayscreen towards a first area such that the enemy element reaches thefirst area at a predetermined timing related to rhythm provided in therhythm game; changing a parameter related to the enemy element when anoperation input to an input section is performed at the predeterminedtiming; and after the enemy element reaches the first area, when anoperation input to the input section is performed at the predeterminedtiming, and provided that the parameter does not satisfy a predeterminedcondition, moving the enemy element to a second area different from thefirst area and then repeating the movement of the enemy elementdisplayed on the display screen towards the first area from the secondarea, and when an operation input to the input section is not performedat the predetermined timing, moving the enemy element past the firstarea to a third area different from the first and second areas, and thenhaving the enemy element appear on the display screen in the second areaand move from the second area towards the first area.
 2. Thecomputer-readable non-transitory storage medium according to claim 1,wherein the game program further causes the computer to executefunctionality comprising repeating the movement of the enemy elementdisplayed on the display screen towards the first area until theparameter satisfies the predetermined condition.
 3. Thecomputer-readable non-transitory storage medium according to claim 1,wherein the enemy element is moved towards the first area in accordancewith the rhythm provided in the rhythm game.
 4. The computer-readablenon-transitory storage medium according to claim 3, wherein the gameprogram further causes the computer to execute functionality comprisingwaiting until a movement start timing related to the rhythm provided inthe rhythm game before again moving the enemy element displayed on thedisplay screen towards the first area, the enemy element being displayedon the display screen during the waiting.
 5. The computer-readablenon-transitory storage medium according to claim 1, wherein the enemyelement is movable to the second area via a first behavior and ismovable to the third area via a second behavior.
 6. Thecomputer-readable non-transitory storage medium according to claim 1,wherein: the enemy element is movable to the second area by moving theenemy element in a direction including at least a component in adirection opposite to a direction of movement to the first area in thefirst movement, and the enemy element is movable to the third area bymoving the enemy element in a direction including at least a componentin the same direction as the direction of movement to the first area. 7.The computer-readable non-transitory storage medium according to claim1, wherein: the enemy element is initially moved towards the first areain accordance with one of a plurality of paths, and after the enemyelement reaches the first area and when the parameter does not satisfythe predetermined condition, the enemy element is moved to a positionthat is located on one of the plurality of paths and is not in the firstarea.
 8. The computer-readable non-transitory storage medium accordingto claim 7, wherein: the first area includes a plurality of firstpositions therein, the enemy element displayed on the display screen ismoved such that the enemy element reaches one of the plurality of thefirst positions at the predetermined timing, and the parameter ischanged in the parameter change when an input operation associated withthe first position that the enemy element reaches is performed at thepredetermined timing.
 9. The computer-readable non-transitory storagemedium according to claim 8, wherein: the game program further causesthe computer to execute functionality comprising: executing a firstrhythm game mode; and executing a second rhythm game mode, the parameterchange is controlled in the first rhythm game mode execution such thatthe parameter is changed when a first command input, which is a commandinput to a single defined area in the display screen, is performed atthe predetermined timing, and the parameter change is controlled in thesecond rhythm game mode execution such that the parameter is changedwhen a second command input, which is a command input associated withthe first position that the enemy element reaches, is performed at thepredetermined timing.
 10. The computer-readable non-transitory storagemedium according to claim 1, wherein: another enemy element is movedtowards the first area such that the other enemy element reaches thefirst area at a timing associated with the other enemy element, and thegame program further causes the computer to execute functionalitycomprising deleting the other enemy element from the display screen whenan input to the input section is performed at the timing associated withthe other enemy element.
 11. The computer-readable non-transitorystorage medium according to claim 1, wherein the game program furthercauses the computer to execute functionality comprising: changing a userparameter associated with a user when an input to the input section isnot performed at the predetermined timing; and determining that the gamebeing played has failed, and executing a process regarding the failureof the game, when the user parameter satisfies a predetermined conditionrelated to the user parameter.
 12. The computer-readable non-transitorystorage medium according to claim 1, wherein the game program furthercauses the computer to execute functionality comprising ending movementof the enemy element towards the first area when the parameter satisfiesthe predetermined condition after the parameter is changed.
 13. Thecomputer-readable non-transitory storage medium according to claim 12,wherein the game program further causes the computer to executefunctionality comprising determining that a success condition for thegame is achieved, and executing a process regarding achievement of thesuccess condition, when the parameter satisfies the predeterminedcondition after the parameter is changed.
 14. The computer-readablenon-transitory storage medium according to claim 12, wherein the gameprogram further causes the computer to execute functionality comprisingdeleting the enemy element from the display screen when the parametersatisfies the predetermined condition after the parameter is changed.15. The computer-readable non-transitory storage medium according toclaim 1, wherein: the parameter indicates a durability value of theenemy element, and the parameter is decreased in the parameter changewhen an input to the input section is performed at the predeterminedtiming.
 16. The computer-readable non-transitory storage mediumaccording to claim 1, wherein: the enemy element is an enemy character,and the game program further causes the computer to executefunctionality comprising: displaying a user character in or adjacent tothe first area; causing the user character to make a first motion whenit is determined that an input to the input section is performed; andcausing the enemy character to make a second motion when the enemyelement reaches the first area.
 17. The computer-readable non-transitorystorage medium according to claim 1, wherein the enemy element ismovable to a position in the second area which is located in a directionincluding at least a component in a direction opposite to a direction ofmovement to the first area in the first movement.
 18. Thecomputer-readable non-transitory storage medium according to claim 1,wherein the enemy element, after moving to the third area, moves off ofthe display screen, and then appears on the display screen at the secondarea prior to moving from the third area towards the first area.
 19. Thecomputer-readable non-transitory storage medium according to claim 1,wherein after the enemy element reaches the first area: when theoperation input to the input section is performed at the predeterminedtiming, and provided that the parameter does not satisfy thepredetermined condition, the enemy element is moved to a first locationin the second area; and when the operation input to the input section isnot performed at the predetermined timing, the enemy element is moved toa second location in the second area, the first and second locationsbeing different from one another.
 20. A game processing method executedby a computer which controls a rhythm game, the game processing methodcomprising: moving an enemy element displayed on a display screentowards a first area such that the enemy element reaches the first areaat a predetermined timing related to rhythm provided in the rhythm game;changing a parameter related to the enemy element when an operationinput to an input section is performed at the predetermined timing; andafter the enemy element reaches the first area, when an operation inputto the input section is performed at the predetermined timing, andprovided that the parameter does not satisfy a predetermined condition,moving the enemy element to a second area different from the first areaand then repeating the movement of the enemy element displayed on thedisplay screen towards the first area from the second area, and when anoperation input to the input section is not performed at thepredetermined timing, moving the enemy element past the first area to athird area different from the first and second areas, and then havingthe enemy element appear on the display screen in the second area andmove from the second area towards the first area.
 21. A game systemcomprising: a display screen; and at least one processor configured toexecute a rhythm game by performing functionality comprising: moving anenemy element displayed on the display screen such that the enemyelement reaches the first area at a predetermined timing related torhythm provided in the rhythm game; changing a parameter related to theenemy element when an operation input to an input section is performedat the predetermined timing; and after the enemy element reaches thefirst area, when an operation input to the input section is performed atthe predetermined timing, and provided that the parameter does notsatisfy a predetermined condition, moving the enemy element to a secondarea different from the first area and then repeating the movement ofthe enemy element displayed on the display screen towards the first areafrom the second area, and when an operation input to the input sectionis not performed at the predetermined timing, moving the enemy elementpast the first area to a third area different from the first and secondareas, and then having the enemy element appear on the display screen inthe second area and move from the second area towards the first area.22. A game apparatus comprising at least one processor, the gameapparatus being configured to execute a rhythm comprising: moving anenemy element displayed on a display screen towards a first area suchthat the enemy element reaches the first area at a predetermined timingrelated to rhythm provided in the rhythm game; changing a parameterrelated to the enemy element when an operation input to an input sectionis performed at the predetermined timing; and after the enemy elementreaches the first area, when an operation input to the input section isperformed at the predetermined timing, and provided that the parameterdoes not satisfy a predetermined condition, moving the enemy element toa second area different from the first area and then repeating themovement of the enemy element displayed on the display screen towardsthe first area from the second area, and when an operation input to theinput section is not performed at the predetermined timing, moving theenemy element past the first area to a third area different from thefirst and second areas, and then having the enemy element appear on thedisplay screen in the second area and move from the second area towardsthe first area.